📄 oasisobject.h
字号:
/******************************************************************************
* This source file is part of Bad Camel Gaming
* Copyright (C) 2003 Zephie Greyvenstein
* See Readme.html for acknowledgements
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
/******************************************************************************
* FILENAME : oasisObject.h
* DESCRIPTION : The object
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
/// Avoid double inclusion
#ifndef __OBJECT_H__
#define __OBJECT_H__
/// Include the common headers
#include "oasisCommon.h"
/// Include the rest of the needed oasis stuff
#include "oasisPoolable.h"
#include "oasisAudible.h"
#include "oasisPhysical.h"
#include "oasisVisible.h"
namespace Oasis {
/// The object class
class _oasisExport object : public poolable,
public audible,
public physical,
public visible {
/// The object system is our friend because it needs to be able to clear us
friend class objectSystem;
/// The camera system is our friend as it needs access to ogre specifics
/// for camera effects involving objects
friend class cameraSystem;
public:
/// Constructor
object( );
/// Deconstructor
virtual ~object( );
private:
/// Process new sound
void _processNewSound( sound *newSound );
/// Update position of object
void _updatePosition( void );
/// Update orientation of object
void _updateOrientation( void );
/// Get the scenenode ( for camera effects )
Ogre::SceneNode *_getSceneNode( void );
/// Setup the object for re-use
void setup( resource *parent );
/// Strip the object down for repooling
void clear( void );
};
};
#endif
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -